in sp, there some conveyor belts that push the player, i was wondering how to replicate this in mp, as in what else do i need to add to a custom conveyor belt shader?
The easiest way in my opinion is to do func_trains, but of course it depends on where you want the belt and how it should look like, but the normal way is func_train pieces that you assemble.
in SP they did a texture that was scrolling, and a trigger push or similar. I do not really know.
since this is being used on a moving map, 5 brushes are the ground, basic yes, but they have a conveyor shader to appear moving.
To look like they are moving, you have to have a shader, and to get a simple scrolling shader, you can look in a certain folder, but i do not konw what it is directly from mind, i am sorry, but there are shader masters out there that can probably make one.
assits1/shaders/factory, so i should only need a push trigger?
8th October 2005
I don't believe you can use a trigger_push - you won't be able to jump off. You'll get stuck on the belt, unable to move.
And the conveyor belts in SP? They're made of SP specific entities - you probably won't be able to use them. If you want them to start and stop, it's gonna be REALLY tough.
Raven did what was suggested to you - they put a trigger_push on it. Then they realized you wouldn't be able to jump off. So they just aimed it at the nearest wall at a million miles an hour. If you don't believe me, start JA and do "/devmap taspir2", and noclip to the location - it's true.
If you want it to seem realistic, the way I'd do it is with 3 or 4 func_statics and some VERY precise scripting.
oh i just want it to constantly run
is there any other means of physicly moving a player without physically moving the brushes they are on in MP?
ive done conveyor belts without scripting, the only thing is to have func_trains that are pieces that move with a linear speed, but of course it depends on how it should be designed.
Click >HERE< to find an idiot.
18th September 2005
Set a cylinder (with a cirular end) as a func_rotate.
Have a hole in the map so only the top of it shows.
It'll be like running on top of a hampster wheel.
If the cylinder is big enough, it won't look too rounded.
No scripting needed, but might look weird.